Adriana Cabrera

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A D R I A N A P P

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O R R TT AF FO O L L I I OO O DESIGN

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CONTENT INTERACTIVE SURFACE DESIGN UNDERCODING INTERACTIVE TANGIBLE DESIGN IN- TOUCH Interactive Tangible Cards INTERACTIVE LIGHTING DESIGN TANGIBLE PIXEL INTERACTIVE SURFACE DESIGN SUSTAINABLE INTERACTIVE SURFACE MEDIA/ ARCHITECTURE DESIGN SIHEYUAN CITY BAMBOO HILL PAVILLON OSCAR SALA EXPERIENCE DESIGN EMBELESO EXPRESSO


GAME DESIGN BUILDVILLE LUTHER 1517 Angriff im Untergrund - HILFE, DIE KANALRATTEN KOMMEN! MY MAGIC BALL 8 I work in the developing of projects in different areas PRODUCT DESIGN of design, my strengths are directed to the Strategic LEARNING TO COOK Management project conformation, in which outstands REMOTE CONTROL ELTAKO the design of interior spaces, product development, textile and apparel products (books, planes, specification TEXTIL DESIGN sheets, packaging, assembly in store windows) and RIPLEY brand strategies (events, brief development, P.O.P material). PACKIGING DESIGN

I implement interdisciplinary tools, viewed from the deRIPLEY PACKAGING BABY’S PIJAMAS sign experiences and emerging consumer trends. OUR PACK Provide solutions in the process, is the set of a well VISUAL COMMUNICATION done job BUGS LETTERS MINDPIRATES


My work converge in different areas in design. Having an Industrial Design background, I complement my studies in Media Art and Design working not only with the conception of the products, but also with the observation of different strategies and responsive materials like paper fiber and textiles among others. Those interesses come from the analysis of culture and it’s daily change and from the challenge between my culture and other cultures. I combine design,crafts, manufacture, sensorial experiences and the exploration of low and high technologies and integrating sustainability processes, which express the smart uses in the development of the objects. For me the experience that the user has with the objects situated in an environment, has an important focus on the development of my projects, with that I can have a good approach and provide fine solutions.


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KH Berlin Weißensee MA Textil- Fläche Design

KH Berlin Weißensee Designing Identity Undercoding

Bauhaus-Universität Weimar Game Designer Hilfe Kanalratten kommen!.

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Printing Future Days 2013 “In touchʼ InteractiveTangible Cards

Bauhaus-Universität Weimar M.F.A. Media Art and Design

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Bauhaus-Universität Weimar Game Designer „Build Ville“ Fraunhofer-Institut IDMT Game Illustaration “Luther 1517”

Fraunhofer-Institut IDMT Game Master Class

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Bauhaus-Universität Weimar I work in the developing of projects in different areas DSH German preparation course of design, my strengths areWeimar directed to the Strategic Germany Management project conformation, which outstands Scholarship in “Colfuturo DAAD the design of interior spaces, product development, textile and apparel products (books, planes, specification Volskhochschule Mainz German as a foreign language sheets, packaging, assembly in store windows) and brand strategies (events, briefGermany development, P.O.P material).

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HALLO !

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HALLO !

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I implement interdisciplinary tools, viewed from the design experiences and emerging consumer trends.

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P. Universidad Catolica de Chile Provide solutions in the process, is theExchange set of a well semester done job Chile

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Scholarship Mobility exchange CINDA

Bogotá, Colombia

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P. Universidad Javeriana Diplom Industrial Designer

Eltako Elektronics Product designer remote controle

Druckladen des Gutenberg-Museums Mainz Volunteer assistant Benjamin Rahyer Web und graphic design

P. Universidad Javeriana Assistant coordination Ingeniar LTDA Innenarchitektur Alliance Française Vida Lab, “Digital Kitchen Lab

Ripley S. A. Santiago de Chile Textil Designer „Pad“ Design Preis “Cafe Expresso”. Design Experience


INTERACTIVE SURFACE DESIGN

U N D E R C O D I N G Design Concept: Identity and new technologies

“Undercoding” is an experimental play with the materialisation of codes in textiles. The notion of code thereby is taken literally as programming code, combining the inherent code of the fabric’s construction with a second layer of visualised digital code, which contains personal information in a standardised format yet unreadable for human eyes. The integration of both codes is argued because both are basically in some way algorithms. Being screen-printed or embroidered, it rather turns into a graphic pattern, emitting an ambiguous aesthetic message about the status of one’s contemporary identity. With this project I try to understand how textile design can work with emerging technologies, bringing together the virtuality of graphics with the physical appeal of textile language.

Advisers: Prof. Dr. Zane Berzina, Mika Satomi, Carola Zweck e- Lab Künsthochschule Berlin Weißensse


IdenIndivitity dualizatex- tion t i -Intiles macy


The construction and ornamentation of textiles includes the creation of structures for knitted, embroidered, woven and nonwoven fabrics. The design of patterns is obvious in clothing, household textiles and decorative environments, but in functional terms also plays a role in other industries such as geotextiles. The implementation of structural functions and aesthetic parameters in a textile - a membrane of thousand fibers - can be seen both in terms of an accurate design process and in terms of mathematical or scientific procedures. In this sense, textiles are themselves constructed or ornamented as a code or an algorithm. Therefore the application of an algorithm has a huge similarity with the process of visualising information. Besides displaying visual motifs, textiles can also be used as a medium to communicate data, with data visualization as another functional layer.


My work consists of the implementation of QR codes as an additive element in the decoration of textiles. Emulating the construction and the logic of textile design. In fact, I used the parameters in the reproduction of QR codes, combining them with the parameters used making ornamentation on textile. I selected embroidering and screen printing as both provide parameters in the tangible and virtual representation of data.

Parameters GRAPHIC Geometric forms Mirrow 55% Color contrast Guide of the patterns in the squares

MATERIAL \ FABRICS \ THREAD Transparency Satin silk Organza Double side Cotton Wool Melange Special light conditions + Solar thread + Glow in the dark

TECHNIQUES Embroidery Cross stitch Satin stitch Fly stitch Blanket stitch Screen printing


Different geometries Different Fabrics

Embroidering

Light conditions


By introducing the Undercoding concept the project tries to explore the textile language. In fact, the project enquires the integration of the traditional and careful work of textile materials with the virtual dimensions of visualising data contributing with the labour of making traditional materials and visualising new ways of functionality and embed technologies onto textiles


INTERACTIVE TANGIBLE DESIGN

IN- TOUCH Interactive Tangible Cards Design Concept: Remote Communication through an Interactive Responsive Postcard System The project develops a concept for a remote interaction using tangible interactive cards, allowing the sender and the receiver to communicate via tangible messages with the card and internet. Printed electronics allow different input and output signals to be embedded in the card. The sender and the receiver connect via the interactive cards system to a computer or a smartphone. The In-Touch Interactive Cards System allows a playful and haptic interaction through light and interactive folding patterns. This interface is meant to make long distance communication more sensual allowing partners to stay in touch through tangible messages.

In- touch Interactive Tangible Cards

Anschluss 체ber Antenne

In- touch Advisers: Prof. Dr. Jens Geelhaar, Michael Market. Chair Interface Design Bauhaus-Universit채t Weimar

In- touch

Sharing experience between people through postcards .


The idea is to allow the sender and the receiver to communicate through tangible messages with the card via Internet.

In- touch

In- touch

Connecting

Tangibility

Emotional Background


Design of the System: First use case scenario In-Touch system communication via antenna The design consists of a pair of cards. The sender keeps one of the cards and the other one is sent per post (as a postcard) to the receiver. The In-Touch Cards can transmit their unique ID via the RFID antenna embedded in them. This establishes the connection to a smartphone or a computer. A short digital message can then be sent via internet between sender and receiver (e.g. Facebook, SMS, ...).

In-touch card of the sender

In-touch card of the sender In-touch card of the receiver

In-touch card of the receiver

In-touch card of the sender

In-touch card of the receiver


Second case scenario In- Touch system communication via “In-Touch Box� The design consists of a pair of cards. The sender keeps one of the cards and the other one is sent per post (as a postcard) to the receiver. The In-Touch Cards can transmit their unique ID via the RFID antenna embedded in them. This establishes the connection to a smartphone or a computer. A short digital message can then be sent via internet between sender and receiver (e.g. Facebook, SMS, ...).

- touch

Insert the card

In- touch

In- touch

In-touch box of the sender

In-touch box of the receiver

Connection of the pair of cards in both alternatives

computer of the sender

In-touch box of the receiver

smart phone of the sender In-touch box of the receiver


Design of the Interactive Postcards

In- touch Basic

Tangible Interactive Cards

The postcard as a responsive surface has an important role because it is designed to generate a haptic and sensorial experience for the user. The electronics of each of the patterns of the postcard can be printed and combined with different techniques depending on the level of interaction and complexity of the output. The design of the interactive cards is based on three levels of interaction:

SSantiago Sant Sa anti antiago ntitiago tiag ag dee Com Co Compostela om omp mpost mpo postel po ostela ost tela la W Way aayy

In- touch

Status activities and connection with other users.

The he Cam Camino amin mino noo de d Santiago SSantiag Sant ago goo dde Com CCompostela, omp mposte pos ostel ela, iss a sy system ystem of of his historic storric sto Each Santiago Compostela, ppilgrimage gge routes. route ro outees.. Ea ach chh path en eends nds ds in SSan antia iago ago dde CCom mpostel mpos mposte ostela laaa, SSp Spain p in, n, where wh where the he apostle apo apost p stltle James's Jam mees's re elics css are bbel be elieve eveed to be b kkept. Spain, relics believed TThou Thousa h ussands ands of pilgrims pilgri pililgr lgrims ims walk w lk thee Camino CCam Caamino mino noo every eve e ry yea year. ar. Thousands year.

The interactive cards establish an interaction by sending and receiving short messages / signals through a responsive tangible system.

Mode of Use Move closer your card to the device

Destination route

Estella Es s

Sahagún Sah ahagú a agú gún Burgos Burg B gos

Santiago de compostela Sarria

Send a life signal to your friend!

First Model In-Touch Basic This first level applies in situations like travelling, or finding out the loca- tion of a person.

InIn n- ttouch tou toouch uch ch

In- touch Basic


In- touch intimacy

Tangible Interactive Cards

Design Concept: Remote Communication through an Interactive Responsive Postcard System

Hand-slap the hand-slap game,[1] is a children's game which can be played by two players.

In- touch

One player (the slappee) places his hands palm down, hovering above the other player's (slapper) hands. The other player hovers his hands below the first, palms up. The two players' hands should be barely touching each other, and all the hands should be around mid-torso height.

Hand-slap

F K

In- touch In- touch

Move closer your card to the device

In- touch

The interactive cards establish an interaction by sending and receiving short messages / signals through a responsive tangible system.

The interactive cards establish an interaction by sending and receiving short messages / signals through a responsive tangible system.

Move closer your card to the device

Second model In-Touch intimacy

Adriana Cabrera Industriedesignerin | MFA Medienkust/gestaltung | +49176 78549157 | adriana.cabrera.g@gmail.com Bauhaus-Universit채t Weimar Interface Design Group Betreuern: Prof. Dr. Jens Geelhaar

The user activates a function in a responsive touch panel, which produces a higher level of intimacy and can express more variable messages.

In- touch Intimacy


In- touch Object

Tangible Interactive Cards

Design Concept: Remote Communication through an Interactive Responsive Postcard System

Touch Touch uchh sounds uc so ssound soun sounds dss

F K

In- touch The interactive cards establish an interaction by sending and receiving short messages / signals through a responsive tangible system.

Move closer your card to the device

Listen music with your friend!

IIn- to touch touc uccchh

Third model In-Touch Object This model represents the functionality and aesthetics of an object

In- touch Object


Design User Experience

Panel A

Panel B

Transferring data

Connection feedback

Panel B is a c omplementary panel which provides more extensive information of the main panel.

This function is expressed only with the button function, in order to confirm that the information was seen.

Light function, which confirms that the In-Touch System functions correctly.

Communication from the sender to the receiver The interaction by both users through the InTouch System evokes an emotional response characteristic and it suggests the effectiveness of the system by simulating touch over distance. Controls and Feedback The design of interaction areas leads to a different feedback experience. In fact, the user can interact with each element and transform them from 2D to a 3D form. The exchange of the messages between the pair of cards permits a simultaneous interaction.

In this panel I visualize the principal aspects of the information in the patterns; this panel is used for the SSantiago Sant Sa anti antiago ntitiago tiag ag dee Com Co Compostela om omp mpost mpo postel po ostela ost tela la W Way aayy main Interaction. In- touch

The he Cam Camino amin mino noo de d Santiago SSantiag Sant ago goo dde Com CCompostela, omp mposte pos ostel ela, iss a sy system ystem of of his historic storric sto p pilgrimage gge routes. route rooutees.. Ea ach chh path en eends nds ds in SSan antia iago ago dde CCom mpostel mpos mposte ostela laaa, Each Santiago Compostela, SSp Spain p in, n, wh where the he apostle apost apo p stltle James's Jam mees's re elics css are bbel be elieve eveed to be b kkept. Spain, where relics believed TThou Thousa h ussands ands of pilgrims pilgri pil ilgr lgrims ims walk w lk thee Camino CCam Caamino mino noo every eve e ry yea year. ar. Thousands year.

The interactive cards establish an interaction by sending and receiving short messages / signals through a responsive tangible system.

Move closer your card to the device

Estella Es s

Sahagún Sah ahagú a agú gún Burgos BBurg gos

Santiago de compostela Sarria

Send a life signal to your friend!

Hand-slap the hand-slap game,[1] is a children's game which can be played by two players.

In-Touch Basic

One player (the slappee) places his hands palm down, hovering above the other player's (slapper) hands. The other player hovers his hands below the first, palms up. The two players' hands should be barely touching each other, and all the hands should be around mid-torso height.

In- touch

With the first line of buttons the user can visualize activities with the other pair of cards and share this information in social communities. It extends InIn n- ttouch tou toouch uch ch the experience in a complementary internet platform service such as Facebook.

Communication with more people

Verification

The postcard functions as a bearer that communicates a personal message. The In-Touch System implements internet as a platform, exchanging information through the cards, for that reason the user has the possibility to share contents on the interactive cards in social networks.

Location

Activity

Move closer your card to the device

In- touch

Touch sounds

The interactive cards establish an interaction by sending and receiving short messages / signals through a responsive tangible system.

In-Touch Intimacy

Mood

In- touch The interactive cards establish an interaction by sending and receiving short messages / signals through a responsive tangible system.

Move closer your card to the device

Facebook

Listen music with your friend!

In- touch

In-Touch Object Community

light resource


Prototype

tou ch In-

Pa mp lon a

Sa rr

od ec om po ste la

ia

on fer rad a

Sa ha gĂş n

Bu rgo s

San tiag od eC om pos tela Wa y

StJ de ean Po Pie rt d -

Graphic layer substrate

The pilg Cami n Spa rimag o de e S Tho in, wh rout antia usa ere es. E go d nds the ach e C of p apo pat omp ilgr stle h en oste ims Ja ds la, wa mes in S is a lk t 's r an sy he elic tiag ste Cam s a o d m o ino re b e Co f his eve elie mp tori ry y ved oste c ear to b la, . ek Sa ept nti . ag

In order to achieve the connection between the sender and the receiver in the ideal scenario, I planned to integrate printed electro- nic components in the design of the In-Touch Tangible Interactive Cards. I suggest the following circuit and layer designs that can hopefully be realized in the near future.

Assembly SMD Electronics components (In the case that the LEDs and others components are integrated in the card) Circuits board Printed Electronics

Paper substrate

In this case, the RFID Tag is a passive component embedded onto the In-Touch Card, and the tag establishes the communication with RFID reader, which is connected to a computer, smartphone,

NFC reader Smartphone RFID Tag

RFID Tag

RFID reader

Antennas

Readers

Network

Database (internet)


Realization of the Prototype Demo 1 This prototype describes the simulation of the inputs and outputs of the model In-Touch Basic with conductive paint and conductive foam. The circuits were printed with con- ductive paint and using the screen printing method. In the second part I integrated the SMD LEDs. The ma- nufacturing of this model achieves a visualization of the aesthetic func- tions and interactions of the In-Touch Card.

Demo 2 In this case, Lilypad main board acts as a data storage element and operates the inputs and outputs of the card sending the information between Xbees via wireless


INTERACTIVE LIGHTING DESIGN

TANGIBLE PIXEL Between the digital era and concept the movement such as the communication between natural and the automatic, starts the creation of a story between light and cinematic animation A light and traditional material experience such as paper, metal and wood creates a modular lighting system exploring the products border as an object of art.

Advisers: Prof. Dr. Jens Geelhaar, Chair Interface Design Cooperation Project with Swarflex Bauhaus-Universit채t Weimar



LED LCD (120 º)

Paper structure

Lens

Electroluminescent bright surface Interior mechanism

The Tangible pixel composes a surface of many “pixels“ to generate the animation through the paper effects and the Electronic components.

Movement in relation with others pixels

The technologies used, like LED surface and electroluminescent panels that implements high elements of innovation, efficiency and eco friendly.

directions (X,Y)

Paper Movement



The group of light points and paper that are part of a one lightning system in movement, it is manipulated by the proximity of the person, generating diferent animations between the objects.

SURFACE SCENARIO CONTROL : Brightness in the spatial structure (Y direction) SENSOR: Ping Ultrasonic Range Finder

The warmth texture and sensible to touch paper in combination with the folding technique for manufacture, connecting with the bimetal elements, intelligent material, as well as the support of every one of the points.

Movement close to the user

“Pixel� movements to show more of the light proprieties



INTERACTIVE SURFACE DESIGN

SUSTAINABLE SURFACE

INTERACTIVE

The performance of surfaces are evolving day per day. It has even, become a frequent topic of research in different areas such as architecture, media, fashion (textile) and more. This has resulted in the creation of smart surfaces, which can be applied in the innovation of several products. A surface is something that people still can touch, see, and smell in a world where everything is changing to virtual space. Further- more, in many cases the surfaces have become the interface bet- ween the real world and virtual world. The surface is seen as tangible interactive interface in this context, the project aims to generate a live surface which can interact with the environment and have a natural characteristics. The tangible interface was proposed as sensitive membrane, for this reason, the natural fiber was selected not only as a structural element but also as a sustainable material. In order to contribute to the traditional work of fique fiber production of Colombia, reduce the impact and recycle the electronic components in our environ- ment.

http://vimeo.com/50877249

Advisers: Prof. Dr. Jens Geelhaar, Chair Interface Design Bauhaus-Universit채t Weimar Co- Worker: Diana Cano



PROCESS

LAYERS OF SURFACE It is important to highlight that the interactive interface was produced through layers. The surface is composed by several layers of natural fiber and between these are located the electronic circuit. The natural fiber layers and the paper mache have a similar creation process, it is produced from a mixture of fiber, water and glue which is poured into a membrane thats work as filter. In this case some experiments were made with the fique fiber and the paper to produce a special effect in thus facade, This material is considered, according to their phenomenological-logical (physical) characteristics, communicative (iconographic) effects and the procedural possibilities (joints, weaving, modulating) to generate a natural spiritual individual as well as a personal experience.

CelluloSe (Mix) fiber

lAyer

lonG fique fiber

eleCtroniC CirCuit lAyer

CelluloSe (Mix) fiber

lAyer

l AyerS of SurfACe

INTEGRATION ELECTRONIC SYSTEM

INTEGRATION ELECTRONIC SYSTEM

PROXIMITY SENSOR/ PRESS SENSOR

PROXIMITY SENSOR/ PRESS SENSOR

One of the tasks was to build a proximity sensor, used to detect the presence of a person, moreover, this sensor is integrated on the surface’s layers, which allow to generate a reaction such as movement or turning on the light when the person is next or gets sensor, used to surface. detect in contact with the

One of the tasks was to build a proximity the presence of a person, moreover, this sensor is integrated on the surface’s layers, which allow to generate a reaction such as How it works movement or turning on the light when the person is next or gets This kind of experimental capacitive sensor is built with sheets of in contact with the surface.

How it works

electrically conductive material, such as, aluminum foil, when a voltage is applied it creates an electric field. However, the reason it functions properly is because the human body is mostly water thus creating an electrical current. In fact, when the human body gets in contact with the foil paper sensor, the electric field increases. As consequence it expansion of the amount of energy stored in the field. In conclusion, capacitance sensor works by electric is fields builtthat with are sheets contacted of with polar molecule multiply the energy of electric fields. [9]

This kind of experimental capacitive sensor electrically conductive material, such as, aluminum foil, when a

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Arduino

Arduino Pin

Pin Digital

Digital Output

Input


INTEGRATION ELECTRONIC SYSTEM

SMART MATERIAL: MEMORY WIRE (NITINOL)

Gnd

Pin 9

Arduino

Tip 120

The movement system was developed through the memory wire (Nitinol), which is this allows to generate a natural movement thank to the faculty to keep the memory and also could be programming by Arduino.

Vin

How it works

nitinol MeMory wire CirCuit

The memory wire is a metal alloy of nickel and titanium, the new material called Nitinol have elastic properties, that mean able to deform through of contraction movements when an electric charge INTEGRATION ELECTRONIC SYSTEM is applied and return to its original shape in expanding when the electric charge is removed. [12]

nitinol MeMory wire

LIGHT liGht CirCuit

Arduino Pin

Ground

liGht

The proximity sensor detects someone close to the surface, this output is made of light. The circuit of light has to be integrated with the layers of the surface. For that reason, was used series circuits of small LED which was programmed by Arduino system to create different kind of effects changing the intensive and brightness of the light, when people get in contact with the interactive surface. [11]

CirCuit “An LED circuit usually needs small amount of voltage, in this case is necessary to employ an additional resistor when directly connected to power. The shorter leg is the cathode (-), and the longer leg is the anode (+)� [F. Gmeiner 2012]

21 https://vimeo.com/50877249


CONCEPTUAL APPLICATION

DEVELOPMENT OF LABYRINTH The proposal was originated with the exploration of surfaces and membranes as a facade in architecture. We explored the folding techniques to build the form and volumes of this membrane.

DEVELOPMENT OF THE MODULES

The composition of the labyrinth has a flexible distribution, since it is built by modules that consist of multiple sections that are fixed between them and also could be changing or replaced in case to be necessary, we developed three main modules using two „V“ foldings forms and compressing in a modular configuration.

2M

CONCEPTUAL APPLICATION

MODULES Module with the forM b)

1,90 M

4,30 M

froM view

2M 1,90 M

40 riGht view

toP view

3M

48

49


https://vimeo.com/50757047

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EXHIBITION OSKAR SALA 2011 - WEIMAR

INTERFACE DESIGN

Experimental exhibition Oskar Sala 2011 – music do it yourself! The pavillion and the exhibition is produced as interdisciplinary student project of the Bauhaus Universität Weimar, developed and coordinated by Dipl.-Ing. Jan Sieber (Interface Design, Faculty of Media) and Dr.-Ing. Sabine Zierold (Presentation Methodology, Faculty of Architecture).

Adviser: Jan Sieber Co- Workers: Johannes lerdonar, Moritz Schell, Frederic Seybicke.



EXHIBITION OSKAR SALA 2011 - WEIMAR

INTERFACE DESIGN


Websites: http://oskarsala2010.org/ und http:// www.kunstbenutzerforschung.de/salablog/v


MEDIA ARCHITECTURE DESIGN

BAMBOO HILL

Adriana Irina Yas

This proposal is based on a study of the climate conditions and materials that are common in Ethiopia. The project`s objective is to use natural materials, produced in Ethiopia. Therefore we suggest using bamboo and bamboo composite materials produced from local ethiopian natural materials for structural elements. Bamboo is widespread in Ethiopia due to its local availability, its low costs, its high strength and its durability. This building material, made by nature, is appreciated for its natural appearance. What`s more, it is environmentally friendly and can be produced sustainably. Bamboo has been used as a construction material in Ethiopian traditional habitats of various regions ever since. Nevertheless it is not well accepted in the modern construction context. After being already cut bamboo can keep growing when put into water or ground. Therefore we propose, as on of the solutions, to provide the bamboo rods with ground supply and make the structure looking even more natural, and what`s more producing oxygen for the citizens. Advisers: Florian Geddert Chair Urban Planning Bauhaus-Universit채t Weimar Co- Worker: Irina Yasinskaya

Bamb

rain, sun for a pub

Digitale Pl Dipl.-Ing. F


PROPOSAL: bamboo sun, rain and wind shelter The proposed shape responds to the mountainous

The tensile and compressive strength of bamup to ten times of higher compared with landscape of Addis Abababoo andis functionality timber. Due to its varying cross section along construction materials (bamboo leather). its lengthand bamboo in its natural appearance is not as easy to classify as other construction materials. purelyhight, tensile which and compresThe shelter has two entrances ofHence different sive shell structures support the properties fit for diffrent age groups, make the shelter more material most of bamboo culms as a building effectively. interactive and provide the withpart more and Thespace structural of a closed proposed system consists of a curvilinear surface from bamboo rods more open area. woven together, so that it is not needed to cut the rods and use any joints. The surface covers the total area of aproximately 12 sq.m. The supporting surface is supplemented with leather surface with a parametrised pattern, which devedes the area into “sun” (with openings in a surface) and “rain” areas (without openings). The proposed shape responds to the mountainous landscape of Addis Abeba and functionality of the construction materials (bamboo and leather). The semi-open structure of a surface provides protection from rain, sun and wind for people standing inside, but at the same time welcomes passersby to take advantage of a shelter and fits for various public events (e.g. small concerts).


interactive and provide the space with more closed and more open area.

PROPOSAL: Rhino + Grasshopper


1 step > Surface made of Pipes to symulate the flexion of the bamboo structure 2 step > Grid with holes to create a pattern with “leather” surface 3 step > Parametric System to parametrize the pattern and create “rain” and “sun” areas within the structure


EXPERIENCE DESIGN

EMBELESO EMBELESO Degree proyect for “Pontificia Universidad Javeriana� (Colombia), the concept was based upon memorable experiences for couples through gastronomy

Advisers: Martin Castro, Franscisco Herran Chair Estrategic Design Pontificia Universidad Javeriana Co- Workers: Carolina Caceres, Sandra Martinez




Involment


EXPERIENCE DESIGN

EXPRESSO EXPRESSO EXPRESSO Project based upon the experience of taking a coffee for seduction made for the Pontificia Universidad Javeriana (Colombia), winner of the PAD (Academic Design Award) to the best Strategic management project.

Adviser: Martin Castro Chair estrategic design Pontificia Universidad Javeriana Co- Workers: Carolina Caceres, Lina Estrella, Sandra Martinez, Ricardo Vargas.



INTERFACE DESIGN

MEDIA ARCHITECTURE DESIGN

SIHEYUAN CITY CITY SIHEYUAN A Siheyuan is a historical type of residence that was commonly found throughout north China and specially in Beijing[1] . This residential distribution is referered to a chinese squares, where the axis to build is a courtyard. We worked with this concept to generate a typical architectural order with the similar hierarchy in a town plan. We analysed the configuration inside the Sihuyang. How can we generate different types of squares?. Then we wonder how can we do a city planning? and how can we programme this organization through Processing program?.

GRANDSON

SERVANTS UNMARRIED DAUGHTERS

FATHER AND MOTHER

SONS OF FATHER

FATHER´S YOUNGER BROTHER

PRINCIPAL ENTRANCE

OTHER ENTRANCE


1 TASK Direct spatial changes only happen inside the courtyard composition. Every spatial change beyond a courtyard composition must have occurred through the courtyard. The courtyard was the medium and in- terposition[ 3].

Connecting thourgh courtyard

No courtyard No conections building

Figure 2. Relationship between the Siheyuan Layout and the processing

No boundary void space

Liu´s Book (2000 p 319).

building

building building

Definition of * Axis * Simetry * Axis point

Definition by: real boundaries

2 TASK We make a representation of city planning with the help of the Squarified treemap this is constructed via recursive subdivision of the initial rectangle. y1 [5] (figure 4)

4 6 6

6

6

6 step 2

step 3

6

6

6

6

6

step 1

4

6 step 6

step 5

step 4

6

2

6

4 3

step 7

2 2

6

4 3

6 step 8

6

2 2

6

4 3

6

2 21

6

4 3

step 9 step 10

Adviser: Sven Schneider Chair computer science in architecture Bauhaus-Universität Weimar Co- Workers: Che Xinda, Long Fan, Lie Qianan, Zou Peng

Figure 4. Subdivision algorithm

4 32


INTERFACE DESIGN

SIHEYUAN CITY

Min area: no buildings green spaces. when H >= 3 or W >= 14 for Ex. ( W > 3 && W <= 11 )

More than a Courtyard> Different courtyards with symmetry if ( H > 68 && H <= 150 )

No courtyard: Only buildings in a line. ( W > 3 && W <= 11 )

Central building Central building and more elements in a courtyard. if ( H > 150 )

1 Courtyard: The courtyard connects the principal house, the lateral buildings and the inferior wall or build ( H > 11 && H <= 68 ).



INTERFACE DESIGN

GAME DESIGN

BUILDVILLE BUILDVILLE INTELLIGENTES LERNEN e_Learning Educational Game Entwicklung Bauphysik. BAUHAUS UNIVERSITÄT WEIMAR

Advisers: Prof. Dr. Jens Geelhaar, Thomas Bröcker. Chair interface design Cooperation project with chair civil engineering Bauhaus-Universität Weimar

Präsentation der Probleü Präsentation der Probleme


PROBLEM PROBLEM Präsentation der Probleme die Straßenansicht Präsentation der Probleme über über die Straßenansicht

http://apps.facebook.com/buildville/?ref=bookmarks&fb_source=bookmarks_apps&fb_bmpos=1

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INTERFACE DESIGN

BUILDVILLE The objective of this game is that students identify situations and qualitative variants for the solutions of problems in a determined space, going beyond the measuring activities that a student normally does, it is about recognizing the context and the persons that live in this space. For the identification of the space we used photografic archives of different buildings through out the arquitecture history


Visual comunication of the Build Ville and story board for e_learning Bau Physik game.

PROBLEM

ANALYSIS

DIAGNOSIS

SOLUTION LÖSUNG

ANALYSE

Untersuchung möglicher Einflussfaktoren

ANAMNESE

ANALYSE

Untersuchungsmethoden Thermografie Bilder

Unterbreitung verschiedener Vorschläge

DIAGNOSE

Auswertung der Untersuchungen Formulierung der Ursache

Befragung der Einwohner

The room is really warm!

SOMMERLICHE ÜBERHITZUNG

Transparente Flächen verkleinern

Sonnenschutz (jeweils fest oder flexibel möglich)

Fensterfläche verkleinern

Orientierung der Fensterflächen verändern

Wärmedämmung opaker Flächen erhöhen (sehr geringfügiger Einfluss)

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1. The resident complains, because there is a high exposure to the sun and at the same time there is a ventilation deficit in the room.

Der Nutzer beklagt sich darüber, dass man es im Sommer in dem Raum nicht aushalten kann.

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2. A detailed vision of the problem. Search methods

3. View of the measurments and verification of the problem. Ex. Thermographic Image. Factors that may influence the problem

4. Formulation of the factormotives

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5. Thermic isolation increasing the dull surfaces (much less influence)


RESIDENTS OF THE BUILD VILLE The devolpment and characterization of the residents is part of the game. The goal is that the students may identify the consume and preference characteristics. The sketch of the residents works as clues to solve the situation that would be developed within each home, in other words the game.

MANW

OMAN

GENDER

AGE -19

20-29

30--45

46-60

60 +

MARITALSTATUS single

married

married small family

married big family

YRARBIL

PROFESSION training [blue-collar] worker freelancer

ORIENTITION

traditionale

xperimental

white-collar worker

Modern

SATISFACTION

In the first phase the player is in charge of creating the resident (men or women, profession salary).


In the second phase the resident is influenced by space, this means that the avatar emotion changes. This depends on the conditions of the living space and in the solution of the problem.

SATISFIED.

DISSATISFIED.


INTERFACE DESIGN

BUILDVILLE Aplication in Processing


Man

Frau


GAME DESIGN

“Luther 1517” Serious Game Visual Communication Illustration of Characters in e-learning March 2012 to October 2012 Advisers: Prof. Dr. Klaus P. Jantke, Sabrina Radegast Fraunhofer Institute for Children Media IDMT



Real Scenarios: Luther Museum. at Luther Wittenberg Photos of: Sabrina Radegast


Gate / next level Key + Points

Gate / next level

Exit

Key + Points


GAME DESIGN ANGRIFF IM UNTERGRUND HILFE, DIE KANALRATTEN KOMMEN! Concept and story board Visual communication and illustration E-learning Serious Game September 2013 to april 2014 Directors: Bauhaus Universität Weimar Heinrich Söbcke LearnFreak - Raban von Buttlar





GAME DESIGN MY MAGIC BALL 8

Need to make a decision? Don’t drop the ball! Consult the Magic 8-Ball anytime you need fast, fun guidance. :)

This app is inspired in a classical game Magic 8 Ball by Albert C. Carter, to create a program in iOS , which can be used for fortune-telling or seeking advice.

Adviser: Michael Market Chair interface design Bauhaus-Universität Weimar


How can be use the app Essentially the front view of the ball is the In this simulation each of the 20 faces has an number 8, after the user formulate a yes or no affirmative, negative, or non-committal statequestion, and shake the iPhone , then the ball ment , which function with a random factor. will come with the expected answer.


PRODUCT DESIGN

REMOTE CONTROL ELTAKO ELECTRONICS Development of hand-held transmitter FHS8 in the collection of the wireless sensors. Focus of the proposal: better grip, material savings and user-friendly design.

First Design

Co-Worker: Franzi Kohlhoff


“The batteryless hand-held transmitter FHS8 contains two identical wireless modules the same as the cordless wireless pushbuttons FT4 and has 2 double rockers. It can transmit 8 evaluable wireless telegrams.�

Wireless modules

(http://www.eltako.com/fileadmin/downloads/en/_ catalogue/wireless_system_low_res.pdf)

Double rockers laser engraved


ELTAKO ELECTRONICS The redesigned version works well as a single element in serial production. The control appearance is ergonomic, functional, conventional and highly integrable in room situations.

Second Design


Coated/aluminium paint

Anthracite-soft blue painting

Glossy black painting


EXPERIMENT AND RESEARCH

Technology applications in the kitchen utensils for children.

LEARNING COOK LEARNING TO COOK

PRODUCT DESIGN

“The kitchen is not an atelier nor a Laboratory but an interface where we deal with resources that we can open or not install, uninstall, excute, etc. The basis is a open operative plattaform” (Marti Guixé) [6] Advisers: Alejandro Tamayo Vida-Lab Pontificia Universidad Javeriana Co-Worker: Ivan Salazar



EXPERIMENT AND RESEARCH

LEARNING TO COOK The relation between the kitchen utensils and the interaction among them by means of the design and the ubiquitous technology that tries to control the relation of cooking and the food utensils in order to offer an adapted secure system for children in real environments. Microcontrollers, sensors and actuators can receive physicochemical data of meals of which might do a relation of the food groups and their properties.

This proves that fruits reactions as the conductive way for a circuit represents a peripheral. The first test was made with an incorporated circuit analogue chip 555 in a circuit of a potentiometer and with a sound outlet to generate monitoring signs when touching the food. The objective was to identify energy flow between the fruit and the utensil.



TEXTIL DESIGN

RIPLEY RIPLEY FASHION AND DESIGNS FOR RIPLEY S.A SANTIAGO CHILE FILA: Design of clothes and sport accessories REGATTA, AZIZ, PEPE JEANS: Development of the patterns and packaging for kids and teenagers clothing. QUALITY CONTROL in: pattern clothes items, rib, embroidery, printed, bar codes labels and hangtags


C . body

19-4024 TPX

FOG 13-0607 TPX

color A

white

19-4024 TPX

color B

pop red 18-1658 tpx

pop red 18-1658 tpx

embroidery color A

pop red 18-1658 tpx

pop red 18-1658 tpx

color B

white

19-4024 TPX

dark 19-3906 TPX pop red 18-1658 tpx white pop red 18-1658 tpx white


TEXTIL DESIGN

RIPLEY REGATTA AND AZIZ ILLUSTRATION OF APPAREL



TEXTIL DESIGN

RIPLEY SPECIFICATION SHEETS Development of ordering specification sheets with Materials specifications, accessories, materials, sizes and coding of the garments.

PULL ZIP RUBBER TRANSPARENT UNDER RELIEVE

CORD

1,5 cm

FRONT EMBROIDERY WIDE 1”

Fabric

Print

1,5 cm

FABRICSame as original

100% White

PRINTSoft Plastisol

100%Black

5/16”

1/4”

-


CONTRAST COLOR. FRONT EMB. PIPING

1 3/4”

METALIC PULL ZIP PIPING CONTRAST BACK EMB.

BARTACKS

security fly label

PLASTIC PULL ZIP

STOPPER / DRAWSTRING LINING MESH INNER CONTRAST COLOR

ELASTIC CUFF 2”


PACKIGING PACKAGINGDESIGN DESIGN

RIPLEY PACKAGING BABY’S PIJAMAS RIPLEY PACKAGING BABY´S PAJAMAS Design for Ripley company, development of packaging for baby´s pajamas (child section) simulation of a milk carton. .



PACKAGING DESIGN

OUR PACK

OUR PACK

PIEL ROJA CONTEST BOGOTA, COLOMBIA” Our pack, Participation in the contest of the cigarette brand Piel Roja under the concept of “Our Land”. Development of the graphic of our aborigens next to a “Piel Roja”

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RUBIOS SIN FILTRO

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GUTENBERG-MUSEUM

DRUCKENLADEN - GUTENBERG-MUSEUM MAINZ GERMANY

DRUCKLADEN MAINZ GERMANY

BUGS LETTERS BUGS LETTERS

VISUALCOMMUNICATION COMUNICATION VISUAL


Through old compress methods, frotage and linotex, samples were made for the Summer 2010 exihibition in the Gutemberfg museum. The objective was to form beatles out of the shape of the alphabet letters.


MINDPIRATES MINDPIRATES

VISUAL COMUNICATION


Visual development of posters and graphics of rebel films on the month of women film directors( September)



ADRIANA CABRERA GALINDEz MFA Medienkunst/gestaltung M.F.A. Media Art and Design Bauhaus Universität Weimar Bauhaus-Universität Weimar Industrial Designer

INDUSTRIAL DESIGNER adriana.cabrera.g@gmail.com Mobil: (+49) 17684351504 Thomas-Müntzer-Straße 18 adriana.cabrera.g@gmail.com 99423 Weimar Handy: (49) 0176 78549157 Germany Thomas Muntzer str. 18 99423 Weimar. GERMANY


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